Gargantuan Dragon, Lawful Neutral
Armor Class 21 Natural
Hit Points 370 (20d20 + 160)
Speed 40 ft., Climb 40 ft., Burrow 40 ft., Fly 120 ft.
STR
27 (+8)
DEX
14 (+2)
CON
27 (+8)
INT
23 (+6)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws DEX +10, CON +16, WIS +13, CHA +13
Skills History +12, Perception +18, Persuasion +19, Stealth +9
Damage Resistances Lightning, Thunder
Senses Blindsight 60ft. , Darkvision 120ft. , Tremorsense 60ft. , Truesight, Passive Perception 28
Languages All, Telepathy
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day). If Azzrushem fails a saving throw, he can choose to succeed instead.

Spider Climb. Azzrushem can climb on difficult surfaces, including up-side down on ceilings, without needing to make an agility check.

Tunnler.  Azzrushem can burrow through solid rock at half of its burrowing speed and can leave a 20-foot diameter tunnel in its wake.

Guardian of the Crystal Depths (3/Day). Azzrushem on his turn may create a dome of psionic energy around himself increasing his AC by two, and is immune to spells below 5th level until the start of his next turn.

Innate Spellcasting. Azzrushem spellcasting ability is Intelligence(spell save DC22). Azzrushem can innately cast the following spells, requiring no material components: 

At will: Dispel Magic, Detect Magic, Sending, Detect Thoughts, Telekinesis 

3/Day each: Psychic Lance, Dissident Whispers, Lightning Bolt

2/day each: Teleport, Feeble Mind, Hold Monster

1/day each: Prismatic Spray, Planeshift 

Magic Resistance.  Azzrushem has advantage on saving throws against spells or magical effects. 

Actions

Multiattack. Azzrushem makes one bite attack and two claw attacks. 

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2D10+8) piercing damage plus 11 (2D10) thunder damage.

Claw. Melee Weapon Attack: +15 to hit, reach 15ft., one target. Hit 15 (2D6+8) slashing damage. 

Debilitating Breath (Recharge 5-6).  Azzrushem exhales a pulse of high pitched, nearly in audible sound in a 90 foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, the creature takes 55 (10D10) thunder damage and is incapacitated until the end of its next turn. On a successful sace, the creature takes half as much damage and isn't incapacitated. 

Bonus Actions

Change Shape. Azzrushem magically transforms into a creature that is medium or small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it. 

Psychic Step. Azzrushem magically teleports to an unoccupied space it can see within 60 feet of it. 

Reactions

Counterspell, Opportunity Attack 

Legendary Actions

Azzrushem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Azzrushem regains spent legendary actions at the start of his turn.

Claw. Azzrushem makes one claw attack. 

Psionics (Cost 2 Actions). Azzrushem uses Psychic Step or Spellcasting

Telekinetic Fling (Cost 3 Actions). Azzrushem chooses one Medium or smaller object that isn't being worn or carried that it can see within 60 feet of it, and it magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a DC 20 Dexterity saving throw or take 42 (12D6) bludgeoning damage. 

 

Description

Azrrushem Keeper of the Crystal Depths  Ruler of Kresh, guardian of the lakes, Bane of the Abhorrent. Is the last Gem dragon in the Kingdom of Presoria, and defends it militantly against the aberrations to the north, when he can sends his experienced men to serve into the gilded guard to protect and serve the realm. Good friends with Eidolon. He has lived on the island for nearly 1,000 years born and raised he has traveled the planes on occasion seeking knowledge from other gem wyrms and attempting to mitigate clashing between metallic and gem dragons.

Lair and Lair Actions

Azzrushem's Crystal Castle. 

Azzrushem's castle sits in the center of the underground city of Kresh, and sister castle to the one protecting the above entrance to the city. 

Lair Actions

On initiative count 20 (losing initiative ties), Azzrushem takes a lair action to cause one of the following effects. Azzrushem can’t use the same effect two rounds in a row:

  • Awesome Thunder. A thunderous detonation of sound that can be heard up to 300 feet away sur-rounds one of creature in the lair that Azzrushem can see. That creature must succeed on a DC 15 Constitution saving throw or take 13 (3D8) thunder damage and be stunned until the end of its next turn. 
  • Beguiling Whisper. Azzrushem telepathically whispers to one creature within range of Azzrushem's telepathy. The creature must succeed on a DC 15 wisdom saving throw or be charmed by Azzrushem until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command Azzrushem issues that isn't directly harmful to the creature. 

Regional Effects

The region containing Azzrushem's lair is warped by his magic, which creates one or more of the following effects:

  • Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of sapphire gemstones.
  • Psionic Sight. Natural stone within 6 miles of the lair is a conduit for Azzrushem's psionic presence. As an action, Azzrushem can cast the clairvoyance spell, requiring no spell components and targeting any natural stone formation in the region. 

If Azzrushem dies, these effects fade over the course of 1D10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
1/4/2023 6:59:14 AM
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